savage worlds - mass effect
TRANSCRIPT
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SAVAGEMASS EFFECT
Beyond the BORDERS
Past all RECKONING
Searching the STARS
Finding the UNKNOWN
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com.Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission.
Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
A Savage
Worlds RPG
Conversion
of the
Mass Effect
Universe.By Jim at Exploding Dice (dot) Com
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In the year 2148, explorers on Mars discovered the remains of an ancient space-faring
civilization. In the decades that followed, these mysterious artifacts revealed startling new
technologies, enabling travel to the furthest stars. The basis for this incredible technology
was a force that controlled the very fabric of space and time. They called it the greatest
discovery in human history.
The civilizations of the galaxy call it...
Player Guide - Page 2
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TIMELINE
aprx. 2000 BCE - Global conflict on the Krogan home-world of Tuchanka results in a nuclearwinter, reducing the species to primitive clans.
aprx. 0900 BCE - The Asari become the first to discover the Citadel. The Salarians arrive shortlyafter and together they colonize it and begin developing the society that would become CitadelSpace.
aprx. 0183 AD - Salarians rescue the Krogan from the self-created nuclear winter by giving themadvanced technology and relocating them to a more hospitable planet in order to use them assoldiers. The Krogan population quickly explodes.
At the same time, the Council was engaged in a prolonged galactic war with the Rachni. However,
once the Krogan population grows, they are able to successfully eradicate the Rachni from existenceending the Rachni Wars.
aprx. 1100 AD - In what would become known as the Krogan Rebellions, the Krogan used theirnewfound power to establish colonies by force. When they started a conflict with the Turians, theTurians responded by infecting the Krogan with the genophage, which made only 1 in 1000 Kroganbirths successful.
Player Guide - Page 4
The Citadel
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The Turians are rewarded with a seat on the Citadel Council.
aprx. 1900 AD - Quarians create an evolving artificial intelligence call the Geth. When the Geth
evolve to the point of being self-aware, the Quarians fear rebellion and act quickly in an attempt todestroy the Geth. They are too late, however, as the Geth fight for their survival and win theresulting war, driving the Quarians off the planet and into a nomadic lifestyle on the Quarian Flotilla.
2069 AD - Humans establish their first settlement on the moon on July 24th, the 100th anniversaryof the first lunar landing.
2103 AD - Humans establish their first settlement on Mars.
2148 AD - Humanity discovers a small cache of highly advanced alien technology hidden deepbeneath the surface of Mars. Building on the remnants of this long extinct race – known as theProtheans – humanity quickly masters the science of mass effect fields, leading to the developmentof faster than light travel.
2149 AD - Spreading out through their own solar system, humanity uses the discovered Protheandata to discover that Charon, Pluto’s moon, is actually a massive piece of dormant Protheantechnology – a mass relay – encased in ice.
Once activated, humanity discovers that the mass relay allows instantaneous travel across thousandof light years to a synchronized mass relay in another part of the galaxy.
Player Guide - Page 5
The Illusive Man
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There they discover several more dormant relays. Over the next decade humanity expands rapidly,establishing colonies and activating dormant relays to open up more and more unexplored regions ospace.
Humans establish the Systems Alliance to coordinate exploration and colonization of extra-solarworlds.
2151 AD - A Shipping accident at Singapore International Spaceport exposes downwindcommunities to containers of dust-form element zero.
Alliance begins construction of Arcturus Station.
2155 AD - To defend its rapidly expanding empire, humanity assembles a massive fleet andconstructs an enormous military space station at the nexus of several key mass relays…even thoughthey have yet to encounter another intelligent space-faring species.
The Alliance begins to move into the completed portions of the Arcturus Station.2156 AD - It is discovered that some children in Singapore are exhibiting telekinetic abilities.
2157 AD - Humanity makes first contact with another space-faring culture: the Turians.Unfortunately, the encounter is far from peaceful. Over the next several months a brief, but tense,conflict ensues which would come to be known as the “First Contact War” to Humans and the “Relay
Player Guide - Page 6
Ilium
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314 Incident” to Turians. During the conflict, the Alliance’s Shanxi colony becomes occupied by theTurians.
This conflict draws the attention of the Citadel Council – amulti-species government body that maintains peace and
stability throughout the known galaxy. The Councilintervenes before hostilities escalate further, revealing theexistence of the greater galactic community to humanityand brokering a peace between them and the Turians.
2159 AD - The Citadel Council sees Saren Arterius asintelligent, cunning, and capable and name him aSPECTRE, making him the youngest Turian to receive thehonor.
2160 AD - Systems Alliance Parliament formed.
2165 AD - Humanity continues to expand, founding more colonies and establishing trade allianceswith many of the other species who recognize the authority of the Citadel Council. The Councilmakes official recognition of humanity’s growing power and influence in the galactic community.Humanity is granted an embassy on the Citadel, the political and economic heart of the galaxy.
2170 AD - Batarian slavers attack the Alliance colony of Mindoir.
Player Guide - Page 7
Cerberus Station
First Contact Did Not Go Well
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2176 AD - Pirates and slavers attack the Human capital of the Skyllian Verge in what would becomeknown as the Skyllian Blitz.
2177 AD - Thresher maws devour the Alliance colony of
Akuze.
2178 AD - An Alliance fleet wipes out an army of slavers onthe moon of Torfan in retaliation for the Skyllian Blitz.
2183 AD - Eden Prime, one of the first Human settlementsoutside of their home system, is attacked and sacked by theGeth. Under the direction of a rogue SPECTRE named Saren
Arterius, they gain control of a Prothean Beacon for unknownreasons. Only a relative handful of survivors escape thecolony.
Commander Shepard, carrying news of the sack of EdenPrime and Saren’s status as a rogue SPECTRE, is named asthe first Human SPECTRE in history. He is tasked with findingSaren, discovering his intentions, and bringing the rogueagent to justice.
The Geth strike again, this time attacking a researchsettlement on Feros. Shepard and his team deal with the threat. The records of the event are sealedand much of the public questions the Council’s insistence on confidentiality.
Shepard then heads to Noveria, following Saren’s financial interests and a few reports of Gethsightings. The records of the incident on Noveria are also sealed, though a few survivors of the Peak
15 Facility claim to have been attacked by Geth as well as unidentified, insectoid creatures.
2184 AD - After nearly six months of limited sightings, almost exclusively on frontier worlds, theGeth suddenly launch an attack against the Citadel itself. The fleet is lead by a massive, unidentifiedvessel. Commander Shepard, in conjunction with the Alliance’s celebrated Fifth Fleet (undercommand of Admiral Hackett) and the Citadel Fleet, beats back the assault. The massive Gethflagship is destroyed, and the attack is routed. Casualties number in the hundreds of thousands.
At the climax of the assault, Saren Arterius and John Shepard take part in a dramatic duel in theCouncil Chamber itself. Shepard is victorious, and Saren is destroyed. His body is seized immediatelyby Citadel authorities, and the public is denied any access to any information regarding the slainrogue.
Due to their large role in defending the Citadel from the Geth assault, as well as Shepard’s relentlesspursuit of Saren, the Council grants the Alliance a Council Representative. David Anderson (formerlya Captain in the Alliance Navy, and widely viewed as Shepard’s mentor) is awarded the position.
2185 AD - Present day. Humanity is still settling into their role as a Council race, and the Geth havemostly retreated back into the Terminus Systems. Pirate activity in the Skylian Verge is on the rise.
Player Guide - Page 8
Power Generator
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RACES
ASARI
The asari were the first species to discover the Citadel. Whenthe salarians arrived, it was the asari who proposed theestablishment of the Citadel Council to maintain peacethroughout the galaxy. Since then, the asari have served asthe mediators and centrists of the councils.
An all-female race, the asari reproduce through a form of parthenogenesis. Each asari can attune her nervous system to
Player Guide - Page 9
Common Races of Citadel Space
Asari Commando
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a that of another individual of any gender, and of any species, to reproduce. This capability has led tunseemly and inaccurate rumors about asari promiscuity.
Asari can live for over 1000 years, passing through three stages of life. In the Maiden stage, theywander restlessly, seeking new knowledge and experience. When the Matron stage begins, they'meld' with interesting partners to produce their offspring. This ends when they reach the Matriarchstage, where they assume the roles of leaders and councilors.
Attractive: Asari start with the Attractive edge.
KROGAN
The krogan evolved in a hostile and vicious environment. Until theinvention of gunpowder weapon, 'eaten by predators' was still thenumber one cause of krogan fatalities. Afterwards, it was 'deathby gunshot'.
When the salarians discovered them, the krogan were a brutal,primitive species struggling to survive a self-inflicted nuclearwinter. The salarians culturally uplifted them, teaching them touse and build modern technology so they could serve as soldiersin the Rachni War.
Liberated from the harsh conditions from their homeworld, the quick-breeding krogan experienced a
unprecedented population explosion. They began to colonize nearby worlds, even though theseworlds were already inhabited. The Krogan Rebellions lasted nearly a century, only ending when theturians unleashed the genophage, a salarian-developed bioweapon that crushed all kroganresistance.
The genophage makes only one in 1000 pregnancies viable, and today the krogan are a slowly dyingbreed. Understandably, the krogan harbor a grudge against all other species, specially the turians. –
Very Tough: All krogan start with the Hardy ability.Bad Reputation: krogan have a -2 charisma to all others except their own clan.
Player Guide - Page 10
Wrex, Krogan Battlemaster
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HUMAN
The homeworld and capital of humanity is entering a new
golden age. The resource wealth of a dozen settledcolonies and a hundred industrial outposts flows back toEarth, fueling great works of industry, commerce, and art.The great cities are greening as arcology skyscrapers andtelecommuting allow more efficient use of land.
Earth is still divided among nation-states, though all areaffiliated beneath the overarching banner of the Systems
Alliance. While every human enjoys longer and better life then ever, the gap between rich and poorwidens daily. Advanced nations have eliminated most genetic disease and pollution. Less fortunateregions have not progressed beyond 20th century technology, and are often smog-choked,overpopulated slums.
Sea levels have risen two meters in the last 200 years, and violent weather is common due toenvironmental damage inflicted during the late 21st century. The past few decades, however, haveseen significant improvement due to recent technological advances.
Special Abilities: As per SWEX
QUARIAN
Driven from their home system by the geth nearly threecenturies ago, most quarians now live aboard the MigrantFleet, a flotilla of fifty thousand vessels ranging in sizefrom passenger shuttles to mobile space stations.
Home to 17 million quarians, the flotilla understandablyhas scarce resources. Because of this, each quarian mustgo on a rite of passage known as the Pilgrimage whenthey come of age. They leave the fleet and only returnonce they have found something of value they can bring
back to their people.
Other species often tend to look down on the quarians for creating the geth and for the negativeimpact their fleet has when it enters a system. This has led to may myths and rumors about thequarians, including the belief that under their cloths and breathing masks, they are actuallycybernetic creatures: a combination of organic and synthetic parts.
Player Guide - Page 11
Dr Chakwas & Kaiden Alenko
Tali Vas Normandy & Captain Ysin'Mal
vas Idenna
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Handy: All quarians begin play with the Mr. Fix It edge. They do not need to meet the prerequisitesThey also begin play with a d6 in the Repair skill.Immune Deficiency: start play with an environmental suit. If a quarian loses suit integrity (IE
takes a wound), he must immediately make a Vigor roll or become ill. This has the same effect asgaining the Anemic Hindrance. He must make a new Vigor roll every day. Two successes ends theillness. A result of a critical failure and he gains a fatigue level which remains until he has twosuccessful Vigor Rolls in a row.
SALARIAN
The second species to join the Citadel, the salarians are warm-bloodedamphibians with a hyperactive metabolism. Salarians think fast, talk fast, and move fast. To salarians, other species seem sluggish and dull-
witted. Unfortunately, their metabolic speed leaves them with arelatively short lifespan, salarians over the age of 40 are a rarity.
The salarians were responsible for advancing the development of theprimitive krogan species to use as soldiers during the Rachni Wars.They were also behind the creation of the genophage bioweapon theturians used to quell the Krogan Rebellions several centuries later.
Salarians are known for their observational capability and non-linearthinking. This manifests as an aptitude for research and espionage. They are constantlyexperimenting and inventing, and it is generally accepted that they always know more then they let
on.
Quick Witted: Salarians begin play with a d6 in Smarts.Quick Reflexes: Salarians begin play with the Quick Edge.Slight of Build: not as physically developed as other racesSalarians require two points per step to raise Strength duringcharacter generation.
TURIAN
Roughly 1200 years ago, the turians were invited to join the CitadelCouncil to fulfill the role of galactic peacekeeper. The turians havethe largest fleet in Citadel space, and they make up the singlelargest portion of the Council's military forces.
As their territory and influence has spread, the turians have come torely on the salarians for military intelligence and the asari for diplomacy. Despite a somewhat colonia
Player Guide - Page 12
Captain Kirrahe
Specter Nihlus Kryik
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attitude towards the rest of the galaxy, the ruling Hierarchy understands they would lose more thanthey would gain if the other two races were ever removed.
Turians come from an autocratic society that values discipline and possesses a strong sense of personal and collective honor. There is lingering animosity between turians and humans over the FirsContact War of 2157, which is known as the "Relay 314 Incident" to the turians. Officially, however,the two species are allies and they enjoy civil, if cool, diplomatic relations.
Disciplined Honor: Turians begin play with a d6 spirit.
BIOLOGICAL DETAILSRace Ht Wt Variance AdultMiddle Old Notes
Asari 5'3” 135 20% 200 500 900 Parthenogenesis ReproductionKrogan (female) 5'6 240 15% 30 60 90 4 Month GestationKrogan (male) 6' 280 20% 25 40 70Human (female 5'3” 135 35% 20 70 110Human (male) 5'10” 185 35% 20 60 100Quarian (female) 5'1” 125 15% 25 60 100 Deficient Immune SystemQuarian (male) 5'5” 145 15% 25 60 100 Deficient Immune SystemSalarian (female) 5'3” 85 5% 10 20 35 Hyperactive metabolismSalarian (male) 5'3” 90 5% 10 20 35 Hyperactive metabolismTurian (female) 5'3” 100 20% 20 80 130Turian (male) 5'10” 150 20% 20 80 130
Like turians, the quarians are a dextro-protein species of reverse chirality from humans and asari.The food of levo-protein races such as humans or asari is at best inedible and at worst poisonous,most likely triggering a dangerous allergic reaction.
EDGES
Arcane Background – only the Arcane Background(Biotics) and Arcane Background (Tech) are used in thissetting. See Biotics and Tech sections.Champion and Holy/Unholy Warrior are not used
Power Edges: All of the Power Edges are used except forthe Soul Drain edge. All Power Edges have the trappingsof Bio-Amp or Omni-tool upgrades.
Player Guide - Page 13
Putting That Electronics Skill To Use
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HINDRANCESDoubting Thomas – This Hindrance is not used as there are no supernatural elements in this setting
SkillsGuts – Fear is not a major component of this setting and is not used.Electronics (Smarts) – Used for the Arcane Background (Tech) and all non specialized uses such ashacking and computer systems use.
GEAR Starting Funds 1000 Credits. All prices listed are credits.
Sleeper Units 10Hotel Room 50/120/400
Apartment (month) 500/800/2000Storage Unit Small (shoe box), Medium (large trunk), Large (ground vehicle) 5/20/100 per monthBack Pack, Survival 80 wt 1 (uses on back side, center back and lumbar store point).Medi-gel 100 wt 1/10, +2 to healing rolls (apply once per injury)MREs (1 day) 10 wt 1Hydration unit 500, wt 2 – supplies enough water for 4 people per day in non-hostile environments.
Omni-Tools - 1000
Omni-tools are multipurpose diagnostic and minifacturing tools used for avariety of battlefield tasks, such as hacking, decryption, scanning or repair.
They are also necessary to perform tech powers. When equipped, an omni-tool appears over a person’s left or right hand and forearm as a hologram.The actual physical device is very small and fits into a slot on all armor typesor small bracelets when armor isn't worn.
Versatile and reliable, an omni-tool can be used to analyze and adjust thefunctionality of most standard equipment, including weapons and armor, froma distance.
The fabrication module can rapidly assemble small three-dimensional objectsfrom common, reusable industrial plastics, ceramics, and light alloys. Thisallows for field repairs and modifications to most standard items, as well as
the reuse of salvaged equipment.
Without an Omni-tool the following skills are rolled at a -2 penalty: Healing(basic supplies), Investigation (unless computer terminal is available),Lockpicking (to help by-pass and decrypt), & Repair (counts as basic tools).
Trappings: Aldrin Bluewire, Sirta Chameleon, Elkoss Combine Cipher, Ariake Logic Arrest, ArmaliNexus, Serrice Savant.
Player Guide - Page 14
Omni-Tool
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ARMOR
Environmental Suits protect against toxins, bacteria etc. All Armor can include environmental seals adouble the suit's cost.
Light armor is made of kinetic reduction weaves.
An Infantry Battle Suit is much like the Light armor but includes lightweight ablative ceramic plateson the chest, arms and legs.
Hard Armor is a fully armored suit with environmental seals and can withstand the rigors of vacuumcombat.
Standard equipment for all armor includes an on-board mini-frame and a communications,navigations, and sensing suite. The mini-frame is designed to accept and display data from aweapon's smart targeting system to make is easier to locate and eliminate enemies (+2 to NoticeRolls, and a bonus to Shooting Rolls with high-end weapons).
Player Guide - Page 15
HARD ARMOR LIGHT ARMOR INFANTRY BATTLE SUIT INFANTRY BATTLE SUIT LIGHT ARMOR
A Tiny Sampling of Armor Variety
HARD ARMOR LIGHT ARMOR INFANTRY BATTLE SUIT INFANTRY BATTLE SUIT LIGHT ARMOR
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ARMOR
Type Armor Wt Cost Notes
EV Suit +1 10 100 Protects against adverse atmospheric effectsLight +4 10 250 Covers torso, arms, legsInfantry Battle Suit +6 20 800 Covers torso, arms, legsHard Armor +8 30 2400 Covers torso, arms, legs
Trappings: Note, some armor types come in several grades such as the Aldrin Onyx. Light Armor Aldrin Onyx, Aldrin Agent , Elanus Risk Duelist, Hahne-Kedar Scorpion, Serrice Phantom, ArmaxPredator, Ariake Mercenary. Infantry Battle Suit; Aldrin Onyx, Aldrin Agent, Devlon Survivor,Hahne-Kedar Scorpion, Serrice Phantom, Elkoss Assassin, Hahne-Kedar Silverback, Devlon Liberator.Hard Armor; Aldrin Onyx, Aldrin Agent, Serrice Geist, Hahne-Kedar Scorpion, Serrice Phantom,Devlon Justicar, Sirta Viridian, Devlon Arbiter.
SHIELDSKinetic Barriers add an extra layer of toughness that must be punched through to even reach thearmor of the wearer. If any attack does damage greater than the shield toughness, the excess isapplied to the toughness of the wearer. Any damage result that does this has overwhelmed thekinetic barrier and it goes down. It comes back up on the wearer's next action card, next round.
Type Toughness Cost Notes
Shield I 8 - Comes standard with all armor types except an EV Suit.Shield II 12 800
Shield III 16 2000
Toughness is noted with one extra entry, the shieldToughness, as so: Toughness 12 (6) 12s
Player Guide - Page 16
Tech Armor Power With Flare
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SMALL ARMS All modern infantry weapons from pistols to assault rifles use micro-scaled mass acceleratortechnology. Projectiles consist of tiny metal slugs suspended within a mass-reducing field,accelerated by magnetic force to speeds that inflict kinetic damage. When the mass effect fieldcollapses upon impact all of the built up kinetic energy is violently released.
Top-of-the-line weapons also feature smart targeting that allows them to correct for weather andenvironment. Firing on a target in a howling gale feels the same as it does on a calm day on apractice range. Smart targeting does not mean the bullet will automatically find the mark every timethe trigger is pulled; it only makes it easier for the marksman to aim.
All modern weapons have a store mode which enables them to fold/compress into a rectangular boxlike shape. When so stored, they cannot fire and are extremely durable. You can hit them with asledge hammer with little effect.
Player Guide - Page 17
Sniper Rifle and Assault Rifle
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Heat Buildup
The only limiting factor to weapons is heat build-up. All infantry weapons sport two massaccelerators. This has the dual effect of increasing the rate of fire while splitting the heat load. Forpistols, this heat build-up is a non-issue. Shotguns may be fired two rounds in a row, then must havea “cool down” round. Assault rifles can only fire on full-auto for two rounds in a row. They areotherwise unhindered. Sniper rifles can only fire two rounds in a row before they must cool down.
Ranged Weapons
Type Range Damage RoF Cost Wt Min Str Notes
Pistol 12/24/48 2d6+1 2 250 1 - AP 1, double tapShotgun 12/24/48 1-3d6+1 1 150 3 - SP 2
Assault Rifle 24/48/96 2d8+1 3 400 5 - AP 3, Auto, 3RBSniper Rifle 50/100/200 2d10+1 1 1300 8 d6 AP 5, SP 1, snap fire, HW AP only applies when shields are down!
Low End Weapons (Cost ½)
Effect: Choose one; half range, reduce damage one dietype, Wt inceased by x3, -1 shooting rollsTrappings: Pistols; Elanus Risk Striker, Elkoss CombineEdge, Kahne-Kader Kessler. Shotguns; Ariake Katana,
Armax Avalanche, Devlon Firestorm. Assault Rifles; Ariake Tsunami, Armax Crossfire, Devlon Raptor. SniperRifles; Ariake Naginata, Armax Punisher, Devlon Striker.
Average Weapons (Cost as listed)
Effect: As listed in the Weapons Table above.Trappings: Pistols; Ariake Raikou, Devlon Stinger, Haliat
Stiletto. Shotguns; Elanus Risk Hurricane, Elkoss CombineScimitar , Hahne-Kader Storm. Assault Rifles; ElanusRisk Banshee, Elkoss Combine Avenger, Hahne-KaderLancer. Sniper Rifles; Elanus Risk Hammer, ElkossCombine Reaper, Hahne-Kader Avenger.
High-End Weapons (Cost x2)
Effect: Choose one; +1 shooting rolls, +1 damage, ROF increase of 1, Wt -50%Trappings: Pistols; Armax Brawler, Kassa Razer, Rosenkov Karpov, Carnifex Hand Cannon.Shotguns; Haliat Tornado, Kassa Armageddon , Rosenkov Sokolov. Assault Rifles; Haliat ThunderKassa Breaker, Rosenkov Kovalyov. Sniper Rifles; Haliat Equalizer, Kassa Harpoon, Rosenkov Volkov
Player Guide - Page 18
Small Arms
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Hand Weapons
It is possible to run into hand weapons. Some old favorites have been enhanced with moderntechnology such as adding an electrical charge, a mono-filament edge, or vibro-tech. In such cases,the hand weapon does +2 damage and is double the cost.
Ammo
The ammo magazine is a simple block of metal. The gun's internal computer calculates the massneeded to reach the target based on distance, gravity, and atmospheric pressure, then shears off anappropriate sized slug from the block. A single block can supply thousands of rounds, making ammoa non-issue during any engagement.
To simulate this, ammo is treated much like that of allies found in on page 98 of SWEX with thefollowing exceptions: Ammo is reduced at the end of each game session. Ammo only runs out on aduce if the weapon started the game session at the low ammo rating.
Small Arms Ammo Wt Cost Notes
Anti-Personnel - 10 Normally free with weapon purchase. Armor Piercing 1 400 AP 2Chemical 1 800 Vigor Roll or 1d6 additional damageCryo 1 1200 Vigor roll or terrain treated as Difficult for next 10 minIncendiary 1 1200 Check for caching fire: 6 on 1d6, 1d10 damage/roundPhasic - 1400 SP 4Radioactive 2 4000 SP 2, AP 1, +1 Damage Heavy Weapons
Heavy Weapons can be also be found in this setting butare often only available to military units. Heavy weaponshave limited ammunition as listed in the table below. Allheavy weapons require a minimum Strength of d6.
Player Guide - Page 19
Heavy Weapon: M-451 Firestorm
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Heavy Weapons
Type Range Damage RoF Cost Wt Shots Notes
M-100 Grenade 12/24/48 - 1 4000 10 10 As per grenadeLauncherM-77 Rocket 24/48/96 4d8 1 8000 10 15LauncherM-451 Firestorm Cone Temp 2d10 1 6000 15 10 Ignores Shields and
ArmorM-622 Avalanche 12/24/48 3d6 1 8000 10 20 Vigor roll or terrain
treated as Difficult fornext 10 min.
M-490 Blackstorm 12/24/48 4d6 1 60000 20 10 SP 8, AP 12, Med BurstTemp
Arc Projector 4/8/16 3d6 1 6000 15 10 Ignores Shields, Large
Burst Temp
M-100 Grenade Launcher –Manufactured by Elanus Risk Control
Services this Rapid-fire grenade
launcher is favored by Blood Pack vorcha mercenaries. Capable of takingdown multiple enemies with a singlewell-placed shot.
M-77 Rocket Launcher - Rapid-firemissile launcher with optional seekingprojectiles. Manufatured by Armax
Arsenal
M-622 Avalanche - Cryo Roundtechnology is used to modify standard weapon slugs. A cooling laser collapses the ammunition intoBose-Einstein condensate, a mass of super-cooled subatomic particles capable of snap-freezingimpacted objects. Scientists have found a way to apply this technology on a large scale: bygenerating a mass effect containment "bubble". It is nicknamed the "Cryo-Blaster".
M-451 Firestorm - The Firestorm is an excellent option for "crowd control." This weapon isextremely effective against swarming, melee-based units such as husks and varren.
M-490 Blackstorm - The Blackstorm, colloquially called the "black hole gun" encases a fewparticles of matter within a high-powered mass-increasing field, elevating them to near-infinite massThis creates a gravitational singularity that draws nearby enemies and objects inward for a short
Player Guide - Page 20
Unknown Prototype Heavy Weapon
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time. The rapidly-increasing gravity near the singularity's event horizon of the singularity rips objectsapart. The mass effect field soon destabilizes and returns to normal mass, with explosive results.Charging takes 1 hour.
Arc Projector - The Arc Projector ionizes targets with a non-visible laser to ready them for a high-voltage electrical attack. As the lightning-like bolt hits its first target, a sophisticated auto-targetingsystem paints succeeding targets with the ionization laser, allowing the electricity to take the path ofleast resistance and arc between them. An entire enemy strike team can be shocked to death with afew pulls of the trigger.
Heavy Weapons Ammo
Type Cost Notes
Arc Projector Capacitor 2000/10 Avalanch Cyro Rounds 2000/20
Firestorm Canister 200/10Blackstorm Charge N/A Can be charged off a Mass drive such as from a starshipRockets 1000/15 AP 2, Small Burst Template, HWSeeking Rockets 6000/15 +2 Shooting Rolls, Small Burst Template, AP 6, Snapfire, HWHigh Explosive Rockets 8000/15 Med Burst Template, AP 9, Snapfire, HW
Grenades
Type Wt Cost Damage NotesFrag 1/5 75 4d4 Med Burst TemplateIncendiary ¼ 75 3d6 Large Burst Template
Weapon Store Points
All Armor has smart weapon store points that are keyed tospecific types of weapons usually set up before combatsituations but easily customizable in the field. Favorite weaponscan be set up for left hand or right hand retrieval with noproblem. The weapon store points speed deployment andholstering by using proximity signals from the wearer’s glove,HUD, handle of the weapon and mount point. All of thesecoordinate to near instantly put a weapon handle in the hand of
the wearer when she reaches back for one, or holster a weaponto the store point when one is returned. Since the wearerreaches over left or right shoulder, to the left side or right side of the lower back or up towards the middle of the back the systemcan easily track and present the correct weapon.
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The Right Tool For the Job
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Back store points can holdone of each of the following:assault rifle (left or right side
back), sniper rifle (left orright side back), shot gun(lower lumbar mount),heavy weapon (middle of the back).
Hip store points can hold apistol. Armor comes withone hip store point (left orright hip) but after marketcustomizations to add asecond are available.
The in game effect of this isthat Back store points reduce the normal multi-weapon penalty of drawing a weapon to just -1 withthe added effect that the previous weapon can also be stowed or holstered at the same time.
Hip store points work so fast, having smart links that practically make the pistol handle jump into thearmor’s glove, that there is no multi-action penalty for drawing a pistol. However, there is still a -1action penalty if another weapon is stored at the same time unless a successful agility check is madeThis reflects the coordination of drawing and firing a weapon while the other hand is reaching back and putting another weapon away. Pistols are often the first weapon to show when a conversationgoes horribly wrong.
Keying weapons to specific store points take two actions to set up and an omni-tool to do in the fieldThis is useful when a player takes an enemy down and really wants his opponent’s weapon.Otherwise a found weapon can be stored on an empty store point but will not be able to be retrieveuntil the store point is setup correctly. This is useful to quickly grab that beautiful shotgun laying onthe table for later use.
Weapons in their compact form are anywhere from 1/3 to 1/2 their deployed size. When compactedthey are quite durable and a character carrying a full load out on all weapon store points should notfear if she gets knocked down, takes a fall or rolls for cover. Her weapons are securely locked inplace (they were thinking of combat and zero G situations with this design), and can take a seriousbeating in compact form.
Store points could also be commandeered for small survival packs for carrying compact supplies,hydration units etc. Such packs would use up the left or right store point along with the center(heavy weapon) and lumbar (shotgun) store points. This would leave just one left or right store poinand a hip store point for weapons. Infiltration units expected to be in the field for more than a couplof days would typically be outfitted like this.
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Pistols Are Often the First Weapons Drawn
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BIOTICS
The term biotics refers to powers that are accessed and augmented by using bio-amps, or usersthereof. The effects are produced through biological manipulation of dark energy. The various effectrange from the ability to raise kinetic barriers, to creating small gravitational vortexes, to raisingenemies helplessly into the air.
Biotic abilities arise from a creature with small pockets of element zero throughout their nervoussystem. The natural electrical nervous impulses create mass effect fields from these pockets, creatinthe effects seen as biotic abilities.
Exposure to element zero in the womb can sometimes lead to biotic abilities arising (such as in thecase of the first human biotics), but often leads to conditions such as cancer. Biotic abilities are of varying rarity in many species. Some, like the asari, are naturally biotic, while others, like humanity,were exposed through artificial means.
Bio-amps are artificial devices used to increase the probability of biotic abilities surfacing in an
individual.
Human Biotic Users
Human Biotics are those who were exposed to element zero (eezo) in utero and, beating the odds,developed eezo nodules throughout their nervous system. About one in one hundred exposures (inhumans) will result in a person with moderate, stable biotic abilities that are worth training. Only
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Biotic Power: Singularity
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asari are natural biotics and do not require eezo exposure, though not all choose to develop theirabilities. Each biotic is first trained and then wired for an implant – usually at puberty – to use theirtalents to any useful degree. Basically a biotic has to develop conscious control of their nervous
system, which is a long slow process. Once trained, a biotic can generate and control dark energy tomove objects, generate protective barriers or restrain enemies. This is done using a technique called ‘physical mnemonics’; the biotic uses a physical gesture to cause the right neurons and eezo nodulesto fire and create the desired effect. The Alliance first trained human biotics via the BAaT program aJump Zero in 2160, quietly hiring turian mercenaries as teachers, but after an instructor died, BAaTwas shut down. The Alliance military eventually set up other training programs to handle biotics, butthe records pertaining to BAaT remain classified.
Most modern human biotics use the Alliance’s L3 implant, which is safe to use but not particularlypowerful. However, some older biotics are stuck with L2 implants, which can allow for much greaterpower but at a cost. L2 implants are notorious for causing medical complications such as insanity,mental impairment, or extreme physical pain. It is possible to ‘upgrade’ from an L2 to an L3 implant,but the procedure is dangerous and unethical. Many L2s are angry at the way the Alliance has (intheir view) abandoned them and want reparations for their suffering.
Human biotics can face prejudice from those who are religiously orphilosophically opposed to their physiological modifications. This is mostlydue to ignorance: some people (wrongly) believe that biotics can read andcontrol people’s minds. While human biotics get some involvement from theParliamentary Subcommittee for Transhuman Studies, they don’t have muchpolitical representation. Some unstable biotics see themselves as ‘the futureof humanity’ and have turned their back on the galactic community tobecome terrorists. However, the Alliance military welcomes biotics with open
arms and offers huge recruitment incentives. Because of the massive physicalefforts involved in biologically generating dark energy, biotic soldiers have alarger daily calorie ration and are given energy drinks to keep their bloodsugar and electrolytes up. The electrical fields in their bodies mean they arealso prone to small static discharges when they touch metal.
Human Biotics are classed according to their strength and implantation:
• L1. These biotics can manipulate small objects but aren’t strong enough to be offensivelyviable.
• L2. The L2 implants were first implemented in 2167. The results vary wildly – some L2s are
hardly stronger than an L1, others are strong but unstable, while a few are powerful andstable, but suffer discomfort from their implants. L2s are all around the same age.• L3. In 2170, the L3 implant was developed. L3 biotics are consistently stable with moderate
ability; while not as strong as an L2, L3s are safe from dangerous side effects. Because of theimplementation date, all L3s are 25 or younger.
• L3-R. Short for ‘L3-retrofit’, this is an L1 or L2 who has undergone extremely dangeroussurgery to replace their implant with a newer model.
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Kaiden Alenko
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• L3-X. Implants installed in an unsuitable candidate.
Biotics of Other Species
Alien biotics vary in status:
• Almost all asari are biotic to some degree. Their physiology, which enables them to unite theinervous system with a member of a different species, gives them a level of natural controlover their abilities that humans have to struggle for over years of training. Biotic ability ismandatory for asari who want to go into military service.
• Salarian biotics are unusual and highly prized. The salarian military does not risk them in thefront lines but uses them in the intelligence services.
• In turians, biotic ability is also unusual. They are viewed with some suspicion by the generalinfantry and tend to be deployed in specialist groups called ‘Cabals’ for key missions.
• The few krogan biotics tend to be extremely powerful and often train to become krogan
battlemasters.
Quarian biotics are very rare. This is likely due to their life aboard the Flotilla. Element zero is such arare resource that it is probably too precious to be ‘spent’ on encouraging biotic potential in quariansand because the quarians live aboard ships, any engine accident severe enough to release dust-formelement zero would also be fatal to the crew.
New Background Edge Arcane Background (Biotics) Arcane Skill: Biotics (Vigor)
Starting Power Points: 10Starting Powers: 2Biotics manipulate mass effect fields using dozens of element zero noduleswithin their nervous system that react to electric stimuli from the brain.
Amplifiers allow biotics to synchronize the nodules so they can form fieldslarge and strong enough for practical use. Only the powers listed in theBiotics section may be selected.
Backlash: When a Biotic rolls a 1 on their Biotics die (regardless of theirWild Die), he is automatically Shaken. This can cause a wound.
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Biotics are Versatile
Combatants
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BIOTIC POWERSBarrierRank: NovicePower Points: 2
Range: Self
Duration: 3 (1/round)
Trappings: An electric blue glow surrounding the biotic.
Barrier creates a kinetic barrier surrounding the biotic thatis effective alone or can enhance an already active shield.Success grants the biotic 4 points of Shield and a raisegrants 8.
Lift Rank: Seasoned
Power Points: 2
Range: Vigor
Duration: 3 (1/round)
Trappings: electric blue glow surrounds target and they are lifted a meter into the air.
Lift is a biotic power that is used to raise a target off their feet, dramatically limiting their combateffectiveness while the power persists. The weight a biotic can lift is equal to 10 lbs times his Vigordie type, or 50 lbs times his Vigor with a raise.
All physical actions have a –2 penalty. If the character rolls a 1 on his trait die, regardless of Wild Diehe has lost control of his body and begins to tumble in three dimensions. Treat the character asShaken, but he must make an Agility roll to recover rather than Spirit. While under the effect of Lift,the victim's movement rate is effectively zero.
Living targets may resist with an opposed agility roll. If the roll is greater than the biotic's skill total,the victim has managed to grab onto something. If the creature loses, however, it is lifted as usualand does not get another attempt to break free. Note if the victim is not adjacent to anything thatcould be used to prevent lifting they do not get the Agility roll to save themselves.
Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted.
The victim would have to be adjacent to an object to take advantage of this. An Agility roll isrequired to grab on in time. If successful, the victim may make an opposed Strength roll versus thecaster's arcane skill. If the victim is wins this contested roll, he manages to grab onto whatever wasavailable and is not lifted.
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Biotic vs Biotic
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ReaveRank: Novice
Power Points: 1- 6
Range: 12/24/48Duration: Instant
Trappings: a shimmering electric blue aura on the target with electric sparks
Reave employs mass effect fields to biotically attack the target's nervous or synthetic systems.
The damage of Reave is 2d6.
Additional Reave Attacks: The biotic may attack up to three times by spending a like amount of Power Points. This must be decided before the power is used. The reave attacks may be spread
among targets as the character chooses. Using multiple reave attacks does not incur any attack penalties.
Additional Damage: The biotic may also increase the damage to 3d6 by doubling the Power Pointcost per reave attack. This may be combined with the additional reave attacks, so using 3 reave attacks of 3d6 damage costs 6 Power Points. [This is the bolt power from SWEX.]
ShockwaveRank: Veteran
Power Points: 2
Range: SpecialDuration: Instant
Trappings: a series of
explosive tiny singularitiesextending out from the biotic.
Shockwave creates a damagingstream of micro-singularitiesthat appear and collapse withexplosive force. Place a ruler infront for the character. Along
the ruler, lay small burst templates one right after the other with their edges touching. Anyone withia template must make an opposed agility roll versus the arcane skill roll of the biotic or suffer 3d6damage.
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Biotic Power: Shockwave
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SingularityRank: Veteran
Power Points: 4
Range: VigorDuration: 3 (1/round)
Trappings: a black humming ball surrounded by an electrical blue field
Singularity is as per the Lift power but it affects a Medium Burst Template and causes 1d6 damage tall victims per round. The power extends to a Large Burst Template and causes 2d6 damage to allvictims per round on a raise.
SlamRank: Seasoned
Power Points: 2-6Range: 24/48/96
Duration: Instant
Trappings: each victim is yanked a meter
into the air and them slammed into the groundthrough violent manipulation of gravitationalforces. There is a burst of blue energy in acolumn around each victim.
This is an area effect power that can put downmany opponents at once. The character first
picks where he wants to center the slam , then makes the appropriate skill roll. Normal ranged attackmodifiers apply.
The area of effect is a Medium Burst Template. If the roll is failed, the slam deviates as a launchedprojectile.
Targets within the slam suffer 2d6 damage. Unlike other attacks, rises on the attack roll do not addto damage to area effect attacks.
Additional Effects: For double the Power Points, slam does 3d6 damage or the size is increased to
a Large Burst Template. For triple the points, it does both. Note this leaves victims prone. [It isotherwise the blast power from SWEX.]
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A Biotic Unleashes With Slam
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StasisRank: Novice
Power Points: 2
Range: VigorDuration: 3 (1/round)
Trappings: An electric blue glow surrounding the target.
Stasis causes an enemy to be temporarily locked in a mass effect field, freezing the target in placeand making them unable to move or perform actions.
ThrowRank: Seasoned
Power Points: 2
Range: Vigor
Duration: 3 (1/round)
Trappings: An electric blue glow
surrounding the target.
Throw is the ability to move a single objector creature (including one's self) bymanipulating mass effect fields. The weighta biotic can lift is equal to 10 lbs times his
Vigor die type, or 50 lbs times his Vigor with a raise.
Lifting Creatures: Living targets may resist with an opposed agility roll. If the roll is greater thanthe biotic's skill total, the victim has managed to grab onto something. If the creature loses, howeveit is lifted as usual and does not get another attempt to break free.
Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted.The victim would have to be adjacent to an object to take advantage of this. An Agility roll isrequired to grab on in time. If successful, the victim may make an opposed Strength roll versus thecaster's arcane skill. If the victim wins this contested roll, he manages to grab onto whatever wasavailable and is not moved, bashed, or otherwise affected that round.
Dropping things: Particularly ruthless characters often use Lift to drop their foes or bash them intowalls and the like. A creature affected by this power can be moved up to the biotic's Vigor in inchesper turn in any direction. Dropped creatures suffer falling damage as usual.
Victims who are bashed into walls or other solid objects suffer the biotic's Vigor+d6 as damage. If abiotic with a d12 Vigor smashes a batarian into a wall, for example, the batarian suffers d12+d6damage.
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Biotic Power: Throw (being used for personal flight)
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This power is particularly fearsome when used to yank an opponent out from cover during a firefight
Warp
Rank: NovicePower Points: 2
Range: Vigor
Duration: Instant
Trappings: A visible wave-like pattern extending from the biotic.
Warp produces a large fan of alternating mass effect fields that damages its targets with strong ,alternating gravitational forces.
When used, place the thin end of the Cone Template at the character's front. Targets within the
template may make Agility rolls versus the biotic's arcane skill roll to avoid the blaze. Those who failsuffer 2d10 damage. This counts as a Heavy Weapon.
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TECH
Arcane Background (Tech)
Arcane Skill : Electronics (Smarts)
Starting Power Points: 5Starting Powers: noneTrappings: Use of Omni Tool, Power Edges are Omni-tool upgrades, Power Points represent smartstalent, and sophisticated hacking programs.
Electronic warfare plays a very important role in Savage Mass Effect. The ability to turn enemy mechon their users, or shut down turrets can best be represented by the Arcane Background rules. ALLplayers begin with the Arcane Background (Tech). All they need to use it is an Omni-tool and apower. This Arcane Background can be combined with other Arcane Backgrounds.
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Kasumi Hacks A Security System
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TECH POWERS
AI HackingRank: Veteran
Power Points: 3
Range: Smarts
Duration: 3 (1/round)
Turn an enemies mechs on him! AI hacking is an opposed roll of thecharacter's electronics skill versus the target's Spirit. The user mustscore a success and beat the target's roll to gain complete control. Thevictim will attack friends and even commit suicide if it is a simple VIdevice such as drones and mechs.
Sentient synthetics such as the Geth are allowed another oppose Spiritroll to break the hack if ordered to attach allies or commit suicide.
DampingRank: Veteran
Power Points: 3
Range: Smarts
Duration: Instant
This power dampens Tech Talents and Biotics.The Tech picks a single target within range and makes an opposed arcane skill roll. The tech suffers
a -2 modifier if the target power is of another type (e.g. Tech vs Biotic).
With a success, he drains 1d6+1 Power Points from the victim. ON a raise, the victim loses 1d8+2Power Points.
The victim cannot be reduced below zero Power Points. Drained Power Points are simply lost.Drained Power Points recharge as normal.
This power works only on creatures with an Arcane Background.
Energy DrainRank: Seasoned
Power Points: 2-6
Range: 24/48/96
Duration: Instant
This is an area effect power that can put down many synthetic opponents at once. The character firs
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Never Forget the
Importance of Electronic
Warfare
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picks where he wants to center the energy drain , then makes the appropriate skill roll. Normalranged attack modifiers apply. This power bypasses shields.
The area of effect is a Medium Burst Template. If the roll is failed, the energy drain deviates as alaunched projectile.
Targets within the energy drain suffer 2d6damage. Unlike other attacks, raises on theattack roll do not add to damage to areaeffect attacks.
Additional Effects: For double the PowerPoints, energy drain does 3d6 damage or thesize is increased to a Large Burst Template.
For triple the points, it does both. Note thisleaves victims prone. [It is otherwise the blast power from SWEX.]
Neural ShockRank: Novice
Power Points: 2
Range: 12/24/48
Duration: Special
Neural Shock stuns any living or synthetic opponent with an overload to their neural pathways (or
VI/AI programs) within a Medium Burst Template.
If the Tech scores a success, targets within the area of effect must make Vigor rolls or be Shaken.With a raise, the victims must make Vigor rolls at -2.
OverchargeRank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
This power can only be used on small arms. It overcharges the micro mass accelerators for a shortamount of time. It affects just one weapon per use. While the power is in effect, the weapon'sdamage is increased by +2, or +4 with a raise.
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Tali Scans Encrypted Files for Evidence
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OverloadRank: Seasoned
Power Points: 3
Range: 6/12/24Duration: Instant
Overload hits the target with with acacophony of directed electronic signals.While this power does not damageorganic targets it plays havoc withshields, weapons and synthetics.
On a successful arcane skill roll thetarget takes 3d6 damage to it's shields.Damage that exceeds the shield toughness bypasses armor and acts as damage to synthetic targetsand is applied directly to their toughness. Any activated weapon (not stored) also overheats. Thiseven effects pistols shutting them down for the rest of the round.
On a raise the damage is 4d6.
Tactical CloakRank: Seasoned
Power Points: 5
Range: Self
Duration: 3 (1/round)With a success, the character is barely detectable by eyes, optics and other sensors. He appears buta vague outline. A character may detect the cloaked tech if he has a reason to look and makes aNotice roll at -4. Once detected, he may attack the tech at -4 as well. With a raise, the tech iscompletely invisible to the eye, optics and other sensors. The penalty to Notice him or hit him is -6.
In either case, the power affects the character and his personal items and anything he subsequentlypicks up if he can carry it.
Tech Armor
Rank: NovicePower Points: 2
Range: Touch
Duration: 3 (1/round)
Tech armor boosts the existing shields a tech has. Success grants the biotic 4 points of Shield and raise grants 8. The tech can also use this power to automatically reactivate his shields if they arecurrently down.
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Always Let the Tech Do Her Thing
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SITUATIONAL RULES
Zero G
All physical actions have a –2 penalty. If the character rolls a 1 on his trait die, regardless of Wild Diehe has lost control of his body and begins to tumble in three dimensions. Treat the character asShaken, but he must make an Agility roll to recover rather than Spirit.
COMING SOON.. .
SHIPS – exploration, trade, and combat.
MODS – enhancements to armor, weapons and equipment such as bio amps and omni-tools, mod
your character with racial edges and more.
A Fleet Arrives at a Mass Relay